Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric...

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1 Dr. Scott Schaefer Graphics Research

Transcript of Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric...

Page 1: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization

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Dr. Scott Schaefer

Graphics Research

Page 2: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization

Games

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Movies

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Visualization

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Industrial Design

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Parallel Processing Power

IBM’s ASCI White, 4.9 TFLOPS

Fastest Computer in the World 2000ATI’s Radeon HD 5970

3200 processors, 4.64 TFLOPS

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Problem

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Problem

Tiny

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Polygon Models

Very fast to render

Not smooth (faceted)

High-resolution models require:

lots of band-width

computational resources

memory

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Goal: Higher Order Surfaces

Eliminate faceting artifacts – no polygons

Compact representation

Current Future

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A Little History

Xbox 360

Launched Nov 22, 2005

GPU by ATI

Contained new feature

called a “tessellator”

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Tessellator Unit

Tessellator

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Tessellator Unit

Tessellator

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Subdivision Surfaces

Used in movie and game industries

Supported by most 3D modeling software

Geri’s Game © Pixar Animation StudiosToy Story © Disney / Pixar

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Subdivision Surfaces

Used in movie and game industries

Supported by most 3D modeling software

Geri’s Game © Pixar Animation StudiosToy Story © Disney / Pixar

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Subdivision Surfaces

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Subdivision Surfaces

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Subdivision Surfaces

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Subdivision Surfaces

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Subdivision Surfaces

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Subdivision Surfaces

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Subdivision Surfaces

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Subdivision Surfaces

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Subdivision Surfaces

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Subdivision Surfaces

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Subdivision Surfaces

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Subdivision Surfaces

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Approximate Catmull-Clark Patches

RealFake

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Approximate Catmull-Clark Patches

RealFake

Over 12X faster to evaluate!!!

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Approximate Catmull-Clark Patches

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Approximate Catmull-Clark Patches

FakeReal

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Approximate Catmull-Clark Patches

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Approximate Catmull-Clark Patches

FakeReal

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Current Work

Truly smooth surfaces – no tangent patches

Includes triangles and quads

25% faster to evaluate

than previous work

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Current Work

Truly smooth surfaces – no tangent patches

Includes triangles and quads

25% faster to evaluate

than previous work

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Current Work

Truly smooth surfaces – no tangent patches

Includes triangles and quads

25% faster to evaluate

than previous work

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Current Work

Truly smooth surfaces – no tangent patches

Includes triangles and quads

25% faster to evaluate

than previous work

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Current Work

Truly smooth surfaces – no tangent patches

Includes triangles and quads

25% faster to evaluate

than previous work

Page 39: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization

Current Work

Truly smooth surfaces – no tangent patches

Includes triangles and quads

25% faster to evaluate

than previous work

Page 40: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization

Current Work

Truly smooth surfaces – no tangent patches

Includes triangles and quads

25% faster to evaluate

than previous work

Page 41: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization

Current Work

Truly smooth surfaces – no tangent patches

Includes triangles and quads

25% faster to evaluate

than previous work

Page 42: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization

Current Work

Truly smooth surfaces – no tangent patches

Includes triangles and quads

25% faster to evaluate

than previous work

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Current Work

Truly smooth surfaces – no tangent patches

Includes triangles and quads

25% faster to evaluate

than previous work

Page 44: Interpolatory, Non-Stationary Subdivision for Surfaces of Revolution · 2010-02-02 · Geometric Modeling Deformation and Animation Surface reconstruction Scientific visualization

Current Work

Truly smooth surfaces – no tangent patches

Includes triangles and quads

25% faster to evaluate

than previous work

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DirectX 10 Pipeline

Input

Assembler

Vertex

Shader

Vertex Buffer

Index Buffer

Texture

Geometry

ShaderTexture

Stream Output

Rasterizer/

Interpolator

Pixel

Shader

Output

Merger

Depth/Stencil

Texture

Render Target

Hull

ShaderTexture

Domain

ShaderTexture

Tessellator

DirectX 11 Pipeline

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Current Uses: GPU’s

DirectX 10.5 Nvidia Code Sample

Microsoft Demo part of DirectX 10 SDK

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Current Uses: Video Games

Better geometry

Improved lighting

effects

More degrees of

freedom for advanced

geometry techniques

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Current Uses: Movie Production

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CSCE 441: Computer Graphics

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CSCE 489: Computer Game

Development

Design and build a game over a semester

Graphics, networking, AI, physics, software

engineering, …

Submit game to IGF competition

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CSCE 641:

Advanced Computer Graphics

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CSCE 645: Geometric Modeling

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Graphics Skills

Calculus

Linear Algebra

Differential Equations

Real Analysis

Graphics is mathematics made visible

Data Structures

Searching

Asymptotic Analysis

Parallel Computing

Mathematics Computer Science

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Graphics at TAMU

Jinxiang Chai

Character Animation

Data-driven graphics and vision

Image-based rendering and modeling

Image and video processing

Scott Schaefer

Geometric Modeling

Deformation and Animation

Surface reconstruction

Scientific visualization

John Keyser

Robust Geometric Computation

Geometric and solid modeling

Physically-based simulation

Scientific visualization